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<blockquote data-quote="eprieur" data-source="post: 6040171" data-attributes="member: 81191"><p>A few ideas I was toying with, the idea that each class should be responsible for active defense (passive would be having decent AC/HP which everyone already try to have in theory). Parry/Protect is a step in the right direction since it's empower the player to try to reduce the damage they take.</p><p></p><p>Fighter:</p><p>-Parry (self melee attack only, based on expertise dice).</p><p>-Protector (should work on self melee/range or adjacent friendly melee/range and require a shield). It's strickly better then parry but require a shield.</p><p></p><p>Rogue:</p><p>-They have parry but I would personnaly give them a dodge (work on melee/range) since they are by default squishier. They could get parry/dodge if there is a way to balance them.</p><p></p><p>Wizard:</p><p>-Shield: Use level 0 non at-wills spells as ressource, a shield like the one in 4.0: You use a reaction to increase your AC by 4 for this attack (in theory you don't know 100% if it's going to work or no). If attack hit it still hit if not it miss.</p><p>-Counterspell: Wizard, being the master of arcane could have a lvl 0 non at will counterspell, reducing the damage by X of any magic damage on himself or an ally, using a reaction.</p><p></p><p>Cleric:</p><p>Obviously clerics have heals but they could also have something else to prevent damage</p><p>-Divine shield, lvl 0 non at-will, use a reaction to give resistance to incoming damage (all damage) to himself or an ally about to take some. If this scale too well (half damage, etc), use a die or something similar to what is used by counterspell.</p><p></p><p>Now for the actual healing, right now I'm a fan of using hit dices as the new surge (it's already the case out of combat).</p><p></p><p>Basically clerics could have a pool of heals (heal points) they could use equal to their max spell level if it's an encounter ressource (10 min, etc) or equal to their level if it's a daily ressource. They can spend X number of heal point as a free action once per turn to make a target spend X hit dice. If the target doesn't have hit dice left you can't heal him. Target would then roll his hitdice + constitution + whatever bonus feels right. But that's probably wayyy too simple for dnd and work way too easily. Another more complex system could use spells like cure light wound, etc, and still be equivalent (you get 1 free healing spell per spell level in a separate pool).</p><p></p><p>With the HD system you actually have lower healing then right now but once you add counterspell, divine shield, etc, you balance things out a bit but everybody is responsible for the defense of the group.</p></blockquote><p></p>
[QUOTE="eprieur, post: 6040171, member: 81191"] A few ideas I was toying with, the idea that each class should be responsible for active defense (passive would be having decent AC/HP which everyone already try to have in theory). Parry/Protect is a step in the right direction since it's empower the player to try to reduce the damage they take. Fighter: -Parry (self melee attack only, based on expertise dice). -Protector (should work on self melee/range or adjacent friendly melee/range and require a shield). It's strickly better then parry but require a shield. Rogue: -They have parry but I would personnaly give them a dodge (work on melee/range) since they are by default squishier. They could get parry/dodge if there is a way to balance them. Wizard: -Shield: Use level 0 non at-wills spells as ressource, a shield like the one in 4.0: You use a reaction to increase your AC by 4 for this attack (in theory you don't know 100% if it's going to work or no). If attack hit it still hit if not it miss. -Counterspell: Wizard, being the master of arcane could have a lvl 0 non at will counterspell, reducing the damage by X of any magic damage on himself or an ally, using a reaction. Cleric: Obviously clerics have heals but they could also have something else to prevent damage -Divine shield, lvl 0 non at-will, use a reaction to give resistance to incoming damage (all damage) to himself or an ally about to take some. If this scale too well (half damage, etc), use a die or something similar to what is used by counterspell. Now for the actual healing, right now I'm a fan of using hit dices as the new surge (it's already the case out of combat). Basically clerics could have a pool of heals (heal points) they could use equal to their max spell level if it's an encounter ressource (10 min, etc) or equal to their level if it's a daily ressource. They can spend X number of heal point as a free action once per turn to make a target spend X hit dice. If the target doesn't have hit dice left you can't heal him. Target would then roll his hitdice + constitution + whatever bonus feels right. But that's probably wayyy too simple for dnd and work way too easily. Another more complex system could use spells like cure light wound, etc, and still be equivalent (you get 1 free healing spell per spell level in a separate pool). With the HD system you actually have lower healing then right now but once you add counterspell, divine shield, etc, you balance things out a bit but everybody is responsible for the defense of the group. [/QUOTE]
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